I am not sure what mirroring effect you are talking about, can you post an example?
For the second question, that was an oversight on my part. I meant to include a âreference heightâ input but just forgot. Thankfully it is really easy to add.
Basically, inside the POM function, need to take the UVDist value that has been multiplied by HeightRatio and add a fraction of that into the UVs before going into the customnode. Also note that that ânew UVâ node has to be added to the result of the custom node since the custom node returns only the offsets.
The new nodes here are the âMultiplyâ (with the tooltip), the scalar plugged into that, and the âAddâ node downstream from the multiply.
With that setup, a scalar parameter of 0 would give you the current behavior. A scalar of -1 would offset up instead of down. A scalar of -0.5 would offset from the middle.
It would probably make more sense to multiply by constant -1 and do a 1-x so that the scalar was instead 0=bottom, 1=top but I didnât want to clutter up the already cluttered image. But when I do add Iâll make the numbers more sensible.
Note: with the above method there are some artifacts when the camera goes inside of the virtual box that the âup offsetâ creates. As of yet I donât know an easy way to fix without some naive distance mask hack. It is probably best to use a collision the size of the virtual top of the POM in that case since it really doesnât make sense for the camera to go inside of that projected volume.
Is there known problem with ios and 4.9? POM node is crashing iPad air using gles2.0 backend even thought we have level switch and node itself have that too. If I manually remove that node then its fine.
Hi - first thank you for the POM node. It works great and is pretty easy to use.
I do have a question regarding usage though. We just finished a set of ground materials and were testing it in UE4. The landscape looks great but weâd like to get some distanced base POM on the landscape mat. Itâs pretty easy to get on a single Mat but is there anyway to get it on Landscape - preferable using the landscape layer nodes instead of something like vertex paint.
Hey , just wanted to say awesome work with POM node, itâs amazing!
I was wondering if those content example materials you had posted a while back had made it into 4.10- just looking for a solid example of hooking up the âshadowsâ output from the node/seeing the proper way to setup the lighting for the âLight Vectorâ input!
hmmm I have no idea what I am looking at⌠that looks more like a bounding volume trace like VolumeDecals more than POM⌠are you trying to POM using virtual plane coordinates or somesuch?
If you can post some more info like a small thumbnail of your heightmap and what the actual geometry looks (above shape looks like a cube, but the UVs appear to not be a cube so I have no idea) it will help us debug.
Hi ,
Firstly, Iâd like to thank you for sharing POM function. But what is a proper way to get it working with tri-planar texturing? What Iâve done so far is modifying WorldAlignedTexture node to calculate it 3 times, however it results in correct parallax direction only on one side of the cube. Other sides have parallax direction inverted.
Hello, first of all I really love it! Iâve been playing around with it, and Iâm impressed.
I have a little question about the âoffset onlyâ function. In my case I have two normal maps (main with height map, and second just a detail with more tiling) and I wish I could make them bumped with that height map.
I would love to understand more in detail what should I actually do since the tip in description is quite confusing for me, and canât figure it out. From description that looks exactly what Iâm aiming for:
âUse when you want to use t he offsets with textures that need a different tiling factor than the heightmap.
You need to multiply the offset by the tiling ratio between the surfaces. Ie, if the Heightmap had a tiling of 1, and a second overlay detail texture had a tiling factor of 8, you need to multiply Offset value by 8 before adding it to the UVs of the detail texture.â
I would really appreciate any more help, if not best would be some illustration. Thanks in advance.
That âadviceâ I gave in the tooltip is just wrong. You can take the âparallax UVsâ output and multiply it by another number to tile it more and it will work fine. I am going to fix that wording in the node soon.
Also currently triplanar mapping requires a modification to the tracer. Right now it is transforming the view ray into tangent space. For triplanar POM you will need to do POM three separate times like you guessed.
But it also needs a custom transform for the 2 side faces (XZ and YZ). I think some kind of swizzle operation will work there but I havenât tested it out yet. is a nontrivial amount of things to add I am not really sure about adding support for it in the node since it would require new inputs and it would probably be so expensive it would be almost guaranteed to get cut from any shipping product.
The simplest way to expose it yourself is to go into the function and find the camera vector that goes into the âworld to tangentâ transform. Delete that transform and add a new function input called âCustom Camera Vectorâ. Then you can do the custom swizzles for each of the sides and plug in the different camera vector for each of the tri planar samples.
Actually I just realized somebody made a material function called âTriPlanar Camera Vectorâ. see if you have it⌠if so those vectors might work here.
We have huge issues inclusing crashes and driver time timeouts when using POM with cyliderical mesh. I can reproduce by applying POM to basic Sphere mesh. What could cause kind of bug?
The only time I have seen such a crash was when using a local version of POM that tried to perform some of the calculations on the CustomUVs and then it only seemed to happen when using pixel depth offset. But I have never seen it with the vanilla POM node. Maybe some strange driver combo??
Does it happen with Pixel Depth Offset disabled? If not, does it happen when âManual Texture Sizeâ is set to true?
Also which version are you using? last suggestion is a longshot, but maybe you have the old version that failed to compile on macs. If the custom node inside of the POM has a line âint i;â try making it say int i = 0;